diff options
Diffstat (limited to 'src/bin/elementary/test_glview_simple.c')
-rw-r--r-- | src/bin/elementary/test_glview_simple.c | 290 |
1 files changed, 290 insertions, 0 deletions
diff --git a/src/bin/elementary/test_glview_simple.c b/src/bin/elementary/test_glview_simple.c new file mode 100644 index 0000000000..dcc418316b --- /dev/null +++ b/src/bin/elementary/test_glview_simple.c @@ -0,0 +1,290 @@ +#ifdef HAVE_CONFIG_H +# include "elementary_config.h" +#endif +#include <Elementary.h> + +typedef struct _GL_Data GL_Data; + +// GL related data here.. +struct _GL_Data +{ + Evas_GL_API *glapi; + GLuint program; + GLuint vtx_shader; + GLuint fgmt_shader; + GLuint vbo; +}; + +static float red = 1.0; + +static void +_win_free_cb(void *data, Evas *e EINA_UNUSED, Evas_Object *obj EINA_UNUSED, void *event_info EINA_UNUSED) +{ + free(data); +} + +static GLuint +load_shader(GL_Data *gld, GLenum type, const char *shader_src) +{ + Evas_GL_API *gl = gld->glapi; + GLuint shader; + GLint compiled; + + // Create the shader object + shader = gl->glCreateShader(type); + if (shader==0) + return 0; + + // Load/Compile shader source + gl->glShaderSource(shader, 1, &shader_src, NULL); + gl->glCompileShader(shader); + gl->glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); + + if (!compiled) + { + GLint info_len = 0; + gl->glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &info_len); + if (info_len > 1) + { + char* info_log = malloc(sizeof(char) * info_len); + + gl->glGetShaderInfoLog(shader, info_len, NULL, info_log); + printf("Error compiling shader:\n%s\n======\n%s\n======\n", info_log, shader_src ); + free(info_log); + } + gl->glDeleteShader(shader); + return 0; + } + + return shader; +} + +// Initialize the shader and program object +static int +init_shaders(GL_Data *gld) +{ + Evas_GL_API *gl = gld->glapi; + GLbyte vShaderStr[] = + "attribute vec4 vPosition;\n" + "void main()\n" + "{\n" + " gl_Position = vPosition;\n" + "}\n"; + + GLbyte fShaderStr[] = + "#ifdef GL_ES\n" + "precision mediump float;\n" + "#endif\n" + "void main()\n" + "{\n" + " gl_FragColor = vec4 ( 1.0, 0.0, 0.0, 1.0 );\n" + "}\n"; + + GLint linked; + + // Load the vertex/fragment shaders + gld->vtx_shader = load_shader(gld, GL_VERTEX_SHADER, (const char*)vShaderStr); + gld->fgmt_shader = load_shader(gld, GL_FRAGMENT_SHADER, (const char*)fShaderStr); + + // Create the program object + gld->program = gl->glCreateProgram( ); + if (gld->program==0) + return 0; + + gl->glAttachShader(gld->program, gld->vtx_shader); + gl->glAttachShader(gld->program, gld->fgmt_shader); + + gl->glBindAttribLocation(gld->program, 0, "vPosition"); + gl->glLinkProgram(gld->program); + gl->glGetProgramiv(gld->program, GL_LINK_STATUS, &linked); + + if (!linked) + { + GLint info_len = 0; + gl->glGetProgramiv(gld->program, GL_INFO_LOG_LENGTH, &info_len); + if (info_len > 1) + { + char* info_log = malloc(sizeof(char) * info_len); + + gl->glGetProgramInfoLog(gld->program, info_len, NULL, info_log); + printf("Error linking program:\n%s\n", info_log); + free(info_log); + } + gl->glDeleteProgram(gld->program); + return 0; + } + return 1; +} + +// Callbacks +static void +_init_gl(Evas_Object *obj) +{ + GL_Data *gld = evas_object_data_get(obj, "gld"); + Evas_GL_API *gl = gld->glapi; + GLfloat vVertices[] = { 0.0f, 0.5f, 0.0f, + -0.5f, -0.5f, 0.0f, + 0.5f, -0.5f, 0.0f }; + + if (!init_shaders(gld)) + { + printf("Error Initializing Shaders\n"); + return; + } + + gl->glGenBuffers(1, &gld->vbo); + gl->glBindBuffer(GL_ARRAY_BUFFER, gld->vbo); + gl->glBufferData(GL_ARRAY_BUFFER, sizeof(vVertices), vVertices, GL_STATIC_DRAW); + gl->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, + 0, 0); + gl->glEnableVertexAttribArray(0); +} + +static void +_del_gl(Evas_Object *obj) +{ + GL_Data *gld = evas_object_data_get(obj, "gld"); + if (!gld) + { + printf("Unable to get GL_Data. \n"); + return; + } + Evas_GL_API *gl = gld->glapi; + + gl->glDeleteShader(gld->vtx_shader); + gl->glDeleteShader(gld->fgmt_shader); + gl->glDeleteProgram(gld->program); + gl->glDeleteBuffers(1, &gld->vbo); + + evas_object_data_del(obj, "gld"); +} + +static void +_resize_gl(Evas_Object *obj) +{ + int w, h; + GL_Data *gld = evas_object_data_get(obj, "gld"); + Evas_GL_API *gl = gld->glapi; + + elm_glview_size_get(obj, &w, &h); + + // GL Viewport stuff. you can avoid doing this if viewport is all the + // same as last frame if you want + gl->glViewport(0, 0, w, h); +} + +static void +_draw_gl(Evas_Object *obj) +{ + Evas_GL_API *gl = elm_glview_gl_api_get(obj); + GL_Data *gld = evas_object_data_get(obj, "gld"); + if (!gld) return; + int w, h; + + elm_glview_size_get(obj, &w, &h); + + gl->glViewport(0, 0, w, h); + gl->glClearColor(red, 0.8, 0.3, 1); + gl->glClear(GL_COLOR_BUFFER_BIT); + + // Draw a Triangle + gl->glEnable(GL_BLEND); + + gl->glUseProgram(gld->program); + + gl->glBindBuffer(GL_ARRAY_BUFFER, gld->vbo); + + gl->glDrawArrays(GL_TRIANGLES, 0, 3); + + // Optional - Flush the GL pipeline + gl->glFinish(); + + red -= 0.1; + if (red < 0.0) red = 1.0; +} + +static Eina_Bool +_anim(void *data) +{ + elm_glview_changed_set(data); + return ECORE_CALLBACK_RENEW; +} + +static void +_close_cb(void *data, Evas_Object *obj EINA_UNUSED, + void *event_info EINA_UNUSED) +{ + evas_object_del(data); +} + +static void +_gl_del_cb(void *data, Evas *evas EINA_UNUSED, Evas_Object *obj EINA_UNUSED, void *event_info EINA_UNUSED) +{ + ecore_animator_del(data); +} + +void +test_glview_simple(void *data EINA_UNUSED, Evas_Object *obj EINA_UNUSED, void *event_info EINA_UNUSED) +{ + Evas_Object *win, *bx, *bt, *gl, *lb; + Ecore_Animator *ani; + GL_Data *gld = NULL; + + if (!(gld = calloc(1, sizeof(GL_Data)))) return; + + win = elm_win_util_standard_add("glview-simple", "GLView Simple"); + elm_win_autodel_set(win, EINA_TRUE); + evas_object_event_callback_add(win, EVAS_CALLBACK_FREE, _win_free_cb, gld); + + bx = elm_box_add(win); + evas_object_size_hint_weight_set(bx, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND); + elm_win_resize_object_add(win, bx); + evas_object_show(bx); + + gl = elm_glview_add(win); + if (gl) + { + evas_object_size_hint_align_set(gl, EVAS_HINT_FILL, EVAS_HINT_FILL); + evas_object_size_hint_weight_set(gl, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND); + elm_glview_mode_set(gl, ELM_GLVIEW_ALPHA | ELM_GLVIEW_DEPTH); + elm_glview_resize_policy_set(gl, ELM_GLVIEW_RESIZE_POLICY_RECREATE); + elm_glview_render_policy_set(gl, ELM_GLVIEW_RENDER_POLICY_ON_DEMAND); + elm_glview_init_func_set(gl, _init_gl); + elm_glview_del_func_set(gl, _del_gl); + elm_glview_resize_func_set(gl, _resize_gl); + elm_glview_render_func_set(gl, _draw_gl); + elm_box_pack_end(bx, gl); + evas_object_show(gl); + + elm_object_focus_set(gl, EINA_TRUE); + + ani = ecore_animator_add(_anim, gl); + gld->glapi = elm_glview_gl_api_get(gl); + evas_object_data_set(gl, "gld", gld); + evas_object_event_callback_add(gl, EVAS_CALLBACK_DEL, _gl_del_cb, ani); + } + else + { + lb = elm_label_add(bx); + elm_object_text_set(lb, "<align=left> GL backend engine is not supported.<br/>" + " 1. Check your back-end engine or<br/>" + " 2. Run elementary_test with engine option or<br/>" + " ex) $ <b>ELM_ENGINE=gl</b> elementary_test<br/>" + " 3. Change your back-end engine from elementary_config.<br/></align>"); + evas_object_size_hint_weight_set(lb, 0.0, 0.0); + evas_object_size_hint_align_set(lb, EVAS_HINT_FILL, EVAS_HINT_FILL); + elm_box_pack_end(bx, lb); + evas_object_show(lb); + } + + bt = elm_button_add(win); + elm_object_text_set(bt, "Close"); + evas_object_size_hint_weight_set(bt, EVAS_HINT_EXPAND, 0.0); + evas_object_size_hint_align_set(bt, EVAS_HINT_FILL, EVAS_HINT_FILL); + elm_box_pack_end(bx, bt); + evas_object_show(bt); + evas_object_smart_callback_add(bt, "clicked", _close_cb, win); + + evas_object_resize(win, 320, 480); + evas_object_show(win); +} |